diff --git a/Graphics.md b/Graphics.md deleted file mode 100644 index d3c2236..0000000 --- a/Graphics.md +++ /dev/null @@ -1,19 +0,0 @@ -_This page was copied from the [Codebase wiki](https://github.com/Ratstail91/Codebase/wiki/Graphics)._ - -The graphics systems are designed to be resource-efficient. They're made up of the following files: - -* [surface_manager.hpp](https://github.com/Ratstail91/Codebase/blob/master/graphics/surface_manager.hpp) -* [surface_manager.cpp](https://github.com/Ratstail91/Codebase/blob/master/graphics/surface_manager.cpp) -* [image.hpp](https://github.com/Ratstail91/Codebase/blob/master/graphics/image.hpp) -* [image.cpp](https://github.com/Ratstail91/Codebase/blob/master/graphics/image.cpp) -* [sprite_sheet.hpp](https://github.com/Ratstail91/Codebase/blob/master/graphics/sprite_sheet.hpp) -* [sprite_sheet.cpp](https://github.com/Ratstail91/Codebase/blob/master/graphics/sprite_sheet.cpp) -* [raster_font.hpp](https://github.com/Ratstail91/Codebase/blob/master/graphics/raster_font.hpp) -* [raster_font.cpp](https://github.com/Ratstail91/Codebase/blob/master/graphics/raster_font.cpp) - -## Breakdown - -`surface_manager.hpp` and `surface_manager.cpp` hold the `SurfaceManager` class, which loads bitmap files into memory, distributes them throughout the program, and frees them when the resources are no longer needed. -`image.hpp` and `image.cpp` hold the `Image` class, which acts as a simple static image on the screen. This class requires that the image file is loaded beforehand, and passed to the `Image` object. It also handles the clipping rectangle and drawing to a specific location. -`sprite_sheet.hpp` and `sprite_sheet.cpp` hold the `SpriteSheet` class, which which utilizes `Image`. This class is a specialized image that displays an animated sprite sheet on the screen. In order to display this sprite sheet's animation, the width and height of a single "cell" of animation must be passed to the object alongside the surface. An "interval" must be specified using `SpriteSheet::SetInterval(double)`, and the delta time (time since the last call) must be passed to `SpriteSheet::Update(double)`. -`raster_font.hpp` and `raster_font.cpp` hold the `RasterFont` class, which utilizes `Image`. This class is used to draw text to the screen, using a specialized rasterized font surface. \ No newline at end of file diff --git a/Home.md b/Home.md index 9fdcf0b..0e95e71 100644 --- a/Home.md +++ b/Home.md @@ -1,6 +1,11 @@ Welcome to the Tortuga wiki! -This guide should help you to understand this project, as well as helping me to plan out the expected features. This project uses C++11, which is available via GNU (or MinGW) 4.7, or Visual Studio 2012. Personally, I'm using MinGW 4.7.2. +This guide should help you to understand this project, as well as helping me to plan out the expected features. + +## General + +* This project uses C++11, which is available via GNU (or MinGW) 4.7, or Visual Studio 2012. +* (WIP) ## The Game @@ -8,22 +13,15 @@ This guide should help you to understand this project, as well as helping me to ## The Client -* [Scene Framework](wiki/Scene-Framework) -* [Graphics](wiki/Graphics) -* Player System (WIP) +* (WIP) ## The Server -* Client System (WIP) * (WIP) -## General - -* Networking System and Protocols (WIP) -* Map System (WIP) - ## Libraries -* [SDL](http://www.libsdl.org/) - Simple DirectMedia Layer API -* [SDL_net](http://www.libsdl.org/projects/SDL_net/) - SDL's networking extension; modified source included under libs/SDL_net -* [Codebase](https://github.com/Ratstail91/Codebase) - files included locally; modifications will be included upstream further into this project. \ No newline at end of file +* [SDL](http://www.libsdl.org/) +* [SDL_net](http://www.libsdl.org/projects/SDL_net/) +* [Codebase](https://github.com/Ratstail91/Codebase/wiki) + diff --git a/Scene-Framework.md b/Scene-Framework.md deleted file mode 100644 index bfb8066..0000000 --- a/Scene-Framework.md +++ /dev/null @@ -1,39 +0,0 @@ -_This page was copied from the [Codebase wiki](https://github.com/Ratstail91/Codebase/wiki/Scene-Framework)._ - -The scene framework is the backbone of the program, utilizing the [strategy pattern](http://en.wikipedia.org/wiki/Strategy_pattern) to control various different logical scenarios found throughout the game (the main menu, the game world, combat scenarios, etc). It consists of the following files: - -* [scene_list.hpp](https://github.com/Ratstail91/Codebase/blob/master/scene-framework/scene_list.hpp) -* [base_scene.hpp](https://github.com/Ratstail91/Codebase/blob/master/scene-framework/base_scene.hpp) -* [base_scene.cpp](https://github.com/Ratstail91/Codebase/blob/master/scene-framework/base_scene.cpp) -* [scene_manager.hpp](https://github.com/Ratstail91/Codebase/blob/master/scene-framework/scene_manager.hpp) -* [scene_manager.cpp](https://github.com/Ratstail91/Codebase/blob/master/scene-framework/scene_manager.cpp) -* [main.cpp](https://github.com/Ratstail91/Codebase/blob/master/scene-framework/main.cpp) - -## Breakdown - -`main.cpp` simply creates an instance of `SceneManager`, calls it's `Init()`, `Loop()` and `Quit()` functions in order, and handles any fatal exceptions thrown from the rest of the program. -`scene_list.hpp` holds an enum class of macros, one for each scene in the game. All scenes in the game should include this file in the *.cpp. The macros `QUIT`, `CONTINUE` and `FIRST` are reserved. -`base_scene.hpp` and `base_scene.cpp` hold the interface of the strategy pattern i.e. all scenes in the game MUST inherit from the `BaseScene` class. This class handles the game's screen (which is a static member) and the player's input (via SDL). -`scene_manager.hpp` and `scene_manager.cpp` hold the `SceneManager` class, which initializes and deinitializes the game client, and handles the transition between scenes in the strategy pattern. - -## Instructions - -To add a new scene to the game, create a class that inherits from `BaseScene`, overriding any or all of it's members. Then, include the class's header into `scene_manager.cpp` where it's [indicated](https://github.com/Ratstail91/Codebase/blob/master/scene-framework/scene_manager.cpp#L30). Finally, add a new macro for your scene to `scene_list.hpp`, and modify `SceneManager::LoadScene(SceneIndex)` to include that macro and your scene's constructor. -Here's an example, using a class called `NewScene`: - -```c++ -void SceneManager::LoadScene(SceneList sceneIndex) { - UnloadScene(); - - switch(sceneIndex) { - //add scene creation calls here - case SceneList::FIRST: //use this to indicate the first scene created - case SceneList::NEWSCENE: //the macro - activeScene = new NewScene(); //the creation of a scene - break; - - default: - throw(std::logic_error("Failed to recognize the scene index")); - } -} -``` \ No newline at end of file